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Trinity Solutions - Merge+New Skill?


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To begin, I would like to say this thread will be aimed towards Trinity's abilities, not her cosmetic appearance. Although she is a less than stellar frame visually, and any comments regarding her appearance will be considered irrelevant.

 

Trinity is credited for being the healer/combat medic frame of the game, but falls short in many of the traditional aspects a 'healer' generally fills. I am suggesting a few tweaks to her skills:

 

Skill #1: Well of Prosper (25 energy) - Trinity casts a field of healing energy around herself, restoring energy and health to any who damage enemies within.

 

Restores 2.5%/5%/7.5%/10% of damage to maximum energy/health (effected by power strength) per attack, lasts 6s/9s/12s/15s per cast (effected by power duration), and covers 5m/10m/15m/20m radius (effected by power range).

 

INFO: This is essentially a merge of the current Well of Life and Energy Vampire, with an added area of effect (trading less energy/health restored per attack for a longer duration). Trinity would cast the field where she was standing at the time of use, and enemies effected would glow the color of user's energy tint.

 

Skill #2: Link (50 energy) - Leave this ability the same as it is in the current game, but move it down to the tier 2 slot.

 

Skill #3: Ward (75 energy) - Trinity raises an regenerative barrier impermeable to gunfire where she stands. Allies within will slowly restore energy and health.

 

Restores 0.2/0.3/0.4/0.5 health/energy per second within the barrier (Stacks with Energy Siphon/Rejuvenation). Lasts 30s at all tiers (effected by power duration). Has a radius of 20m at all tiers (effected by power range).

 

INFO: This ability is similar to Frost's Snowglobe, swapping the movement speed reduction with ally regeneration. Animation is similar the barrier created by a sentinel's Sanctuary, but changes color depending on user's energy tint.

 

Skill #4: Blessing (100 energy) - Keep the same idea, with a few tweaks.

 

Revives downed (not dead) allies, and adds an invincibility buff to the entire team, lasting 3s/5s/7s/10s (effected by power duration).

 

INFO: Invincible allies glow a faint gold color while under effect of the buff. This will not restore shields or health to their maximum values, but instead, simply ignore damage for the duration. This is to emphasize that allies should not stray too far from the healer, as they could easily be downed as soon as the buff expires.

 

These tweaks I have suggested seem to properly fill the niche given to the currently overlooked medic frame. 

 

EDIT #1: Changed possible duration of WoP to half, as it previously devalued most forms of energy recovery.

EDIT #2: Clarification added to possible Blessing changes.

Edited by 6493
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+1 I agree. Trinity is a very strong warframe, but niche due to her lack of flexibility.

 

Here are a couple of additional suggestions for the skills:

Ward - Impermeable is a bit much. I suggest having players in the ward take reduced damage and resist disruption/poison. Maybe also add a "guardian" effect (regenerate shields if it breaks), only once though.

Blessing - Instead of reviving downed allies, make it stop them from dying instead (and keep their health at max). Or make it revive downed allies with no health or no invincibility. Full team revive+invincibility is slightly too much.

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OP, I think your energy regen would have to be capped in some way. A single Trinity would allow infinite energy to an entire party with ease with that skill set. The healing changes I'm indifferent about with how fast we can be dropped in this game (outside powerful defensive abilities like Overheat/Invisibility/Link), but the resurrection on Blessing may be a bit much. I do however believe this idea is wonderful, and even if nothing else is gotten out of this thread, this should be added to Blessing anyway:

 

Blessing - Instead of reviving downed allies, make it stop them from dying instead (and keep their health at max).

Best Trinity idea I've read on these forums. Kudos to you on that one.

Edit: Clarification~

Edited by Verazix
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i like what i'm reading, imo i never really used well of life, now it looks like it'd be used a lot, the powers you're mentioning emphasize trinity's support role, since well of life and energy vamp were only useful to the entire team when fighting a boss, it'd make sense to replace it as a buff zone kinda thing, it makes the players stay together to get full benefits, the ward thing is also a good idea, +1 to you sir 

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Skill #1: Well of Prosper (25 energy) - Trinity casts a field of healing energy around herself, restoring energy and health to any who damage enemies within.

 

Restores 2.5%/5%/7.5%/10% of damage to maximum energy/health (effected by power strength) per attack, lasts 6s/9s/12s/15s per cast (effected by power duration), and covers 5m/10m/15m/20m radius (effected by power range).

 

INFO: This is essentially a merge of the current Well of Life and Energy Vampire, with an added AoE effect (trading less energy/health restored per attack for a longer duration). Trinity would cast the field where she was standing at the time of use, and enemies effected would glow the color of user's energy tint.

 

 

 

Skill #3: Ward (75 energy) - Trinity raises an regenerative barrier impermeable to gunfire where she stands. Allies within will slowly restore energy and health.

 

Restores 0.2/0.3/0.4/0.5 health/energy per second within the barrier (Stacks with Energy Siphon/Rejuvenation). Lasts 30s at all tiers (effected by power duration). Has a radius of 20m at all tiers (effected by power range).

 

INFO: This ability is similar to Frost's Snowglobe, swapping the movement speed reduction with ally regeneration. Animation is similar the barrier created by a sentinel's Sanctuary, but changes color depending on user's energy tint.

 

 

 

Skill 1 - Yeap i agree to merge both skills to one.

Skill 3 - Perhaps I suggest this barrier to be able to Heal party members by absorbing dmg to heal party members while protecting them from harm. Brilliant idea with Wards anyway

Edited by WasR8B4
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IMO changes should be as follows:

Well Of Life: Grants regeneration to nearby players (similar to Ancient Healers healing pulse).

The range of 'nearby players' would be based on how far you can cast the ability.

Adding a a "stretch" mod would increase the range of which nearby players receive the boost.

Start at 1health/second and scales up as you level up the mod, lasting for 30 seconds.

Have it as 1/2/2/3 health/second so capped out un-mod'd would grant 90 health over 30 seconds, which is rather potent for 25 energy, yet not to overpowered to rend Blessing useless.

Focus would then add 30% power which would change it to 4health/second capped out.

Energy vampire: Kept as is, however if an enemy is killed whilst under the effects of 'Energy Vampire', then it transfers to the next closest target within range.

The range it will transfer to the next target is the same range as you can cast Energy Vampire yourself, so adding a "stretch" mod would increase the range of which it will latch to the next enemy upon the previous enemies death.

This will fix Well of life being partially redundant except for vs. boss's, and will make Energy Vampire more "normal mob" friendly, without compromising potency.

Skills 3 & 4 kept the same.

Edited by Teitaka
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Personally I feel that if they just let Well of Life and Energy Vampire transfer to new enemies the same way Link does when they die until their durations run out, Trinity would be fine. I personally don't find much use for her aside from Assassinations and the occasional heavy unit, and these two abilities really have the same problem as Bullet Attractor for Mag.

 

Maybe, maybe also a reduction in Energy Vampire's cost to 25 and subsequently Link's to 50. Using 75 energy to debuff one target is a bit too high for my blood.

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